Ed86 Posted August 8, 2015 Author Posted August 8, 2015 A question or suggestion. Is it possible to make MME understand, this is a mobile milker myself or do i have to hope ed will make it compatible? Mod: http://www.loverslab.com/files/file/2167-angeli-devious-expansion/ It has a milker "armor" that is recognized as a DD chastity bra. The milker is not equiped on a armor slot, so I can't assign it in MCM. hope i guess
Ed86 Posted August 9, 2015 Author Posted August 9, 2015 A question or suggestion. Is it possible to make MME understand, this is a mobile milker myself or do i have to hope ed will make it compatible? Mod: http://www.loverslab.com/files/file/2167-angeli-devious-expansion/ It has a milker "armor" that is recognized as a DD chastity bra. The milker is not equiped on a armor slot, so I can't assign it in MCM. i think i made it working but my windows 10 got hit by 2 bsods in a row and died, i guess this day will be wasted or recovering backups
Freezman01 Posted August 9, 2015 Posted August 9, 2015 A question or suggestion. Is it possible to make MME understand, this is a mobile milker myself or do i have to hope ed will make it compatible? Mod: http://www.loverslab.com/files/file/2167-angeli-devious-expansion/ It has a milker "armor" that is recognized as a DD chastity bra. The milker is not equiped on a armor slot, so I can't assign it in MCM. i think i made it working but my windows 10 got hit by 2 bsods in a row and died, i guess this day will be wasted or recovering backups Thank you ed and good luck with your win 10. I had a few problems myself with it but not as severe as yours
Ed86 Posted August 9, 2015 Author Posted August 9, 2015 i guess ill stay with win 7 on main pc, which lived happyily 7 years w/o issues, than using half baked ugly tablet os, which died after 2 days of usage, no idea what microsoft bots tested there...
Saeros Posted August 9, 2015 Posted August 9, 2015 I installed Wn10 on a fresh installation (SSD 128GB) and I make a dual boot. ...for now I leave Skyrim on my old Win 7.. the new system is very young..
Ed86 Posted August 10, 2015 Author Posted August 10, 2015 Crap and now kidney, might go to hospital for week or 2, be sitting at home doing modsOr not since I already know what pain to expect and have plenty of painkillers
chajapa Posted August 10, 2015 Posted August 10, 2015 Just checking in to see how you're doing. I've had the kidney stone experience 3 times. Not fun. I hope you're feeling OK or at least managing. BUT.... if you're sitting around working on mods anyways..... I just set up a SexLab 1.60 profile in MO for testing. In MME for breastfeeding animations the breastfeeding animation names are changed in 1.60 (and included by default so no need for NSAP to get them) The new names are : "3jiou Breastfeeding Lesbian" and "3jiou Breastfeeding Straight" If you can look for either name then your checking for animation will work for both 1.59 and 1.60 if (MilkQ.SexLab.FindAnimationByName("3J Straight Breastfeeding") != -1 && MilkQ.SexLab.FindAnimationByName("3J Lesbian Breastfeeding") != -1) || (MilkQ.SexLab.FindAnimationByName("3Jiou Breastfeeding Straight") != -1 && MilkQ.SexLab.FindAnimationByName("3J Breastfeeding Lesbian") MilkQ.MilkQC.MME_BreasfeedingAnimationsCheck = True debug.Trace("MME MilkModEconomy 3J Straight Breastfeeding and 3J Lesbian Breastfeeding animations found") else MilkQ.MilkQC.MME_BreasfeedingAnimationsCheck = False debug.Trace("MME MilkModEconomy 3J Straight Breastfeeding and 3J Lesbian Breastfeeding animations NOT found") endif debug.Trace("MME MilkModEconomy maintenance done") Not sure if that works, but you get the idea. If you can FindAnimationbyRegistrar (not even sure if that's a valid function) then you can use: "zjBreastFeeding" <---for the lesbian one "zjBreastFeedingVar" <--- for the straight one In your dialogues for breastfeeding, if you switch them to : anims[0] = SexLab.AnimSlots.GetbyRegistrar("zjBreastFeeding") <--- This is the Lesbian one or anims[0] = SexLab.AnimSlots.GetbyRegistrar("zjBreastFeedingVar") <--- This is the Straight one these will work for both SexLab 1.59 and SexLab 1.60. The animation names changed but the registrar names did not change. I switched my animation calls in JUGs like this after some advice from Ashal and JUGs plays the animations in 1.59 and also 1.60 without needing separate versions for them.
NamelessF Posted August 10, 2015 Posted August 10, 2015 Eh.. I've a question about breast feeding dialogue. At first My character donated milk through breast feeding sexlab animation by starting "hey there.." dialogue, but after sometimes, milk giving dialogue wasn't exist anymore. only I see "Hey there->never mind" Is this MCM problem? or bug?
Ed86 Posted August 10, 2015 Author Posted August 10, 2015 Eh.. I've a question about breast feeding dialogue. At first My character donated milk through breast feeding sexlab animation by starting "hey there.." dialogue, but after sometimes, milk giving dialogue wasn't exist anymore. only I see "Hey there->never mind" Is this MCM problem? or bug? you might: -have no milk -have exhaustion debuff -wait an hour or so
chajapa Posted August 10, 2015 Posted August 10, 2015 Brand new game, never seen MME before. SexLab 1.60 Installed the 8-10 version No dialogue milking ... the "Hey there!" does not show up at all. Boobs don't update size when she gains milk. The dialogue milking thing might be because we're not looking for the new animation names yet, but I would expect the boob size change to work Going back to 1.59c SexLab I can't even get interested in playing if breastfeeding doesn't work .... and I feel really odd saying that....
Budroi Posted August 10, 2015 Posted August 10, 2015 I'm curious, why the change to C.A.N.S? Why not just use the racemenu option like Hormones and (now) Estrus Chaurus. With this option a separate mod is not needed and all mods that change nodes are compatible with each other. Its like C.A.N.S but doesn't have a new plugin to add to our load orders. Unless I was completely not understanding Groovtama and SkyrimLL.
halotosis Posted August 10, 2015 Posted August 10, 2015 I'm curious, why the change to C.A.N.S? Why not just use the racemenu option like Hormones and (now) Estrus Chaurus. With this option a separate mod is not needed and all mods that change nodes are compatible with each other. Its like C.A.N.S but doesn't have a new plugin to add to our load orders. Unless I was completely not understanding Groovtama and SkyrimLL. If it's the method I'm thinking of, I would be hesitant to use that method because it's persistent. Then it becomes like a game of transactional accounting, each mod must make correct adjustments. Not to mention it could create race conditions between mods. And it becomes a zero sum game, where each mod must keep track of and add and subtract from the size relative to zero. The current model is saved with your game. I've had this method really mess up my character and couldn't figure out how to set it right again. You can't remove mods or add mods from a non-zero state.
Budroi Posted August 11, 2015 Posted August 11, 2015 I'm curious, why the change to C.A.N.S? Why not just use the racemenu option like Hormones and (now) Estrus Chaurus. With this option a separate mod is not needed and all mods that change nodes are compatible with each other. Its like C.A.N.S but doesn't have a new plugin to add to our load orders. Unless I was completely not understanding Groovtama and SkyrimLL. If it's the method I'm thinking of, I would be hesitant to use that method because it's persistent. Then it becomes like a game of transactional accounting, each mod must make correct adjustments. Not to mention it could create race conditions between mods. And it becomes a zero sum game, where each mod must keep track of and add and subtract from the size relative to zero. The current model is saved with your game. I've had this method really mess up my character and couldn't figure out how to set it right again. You can't remove mods or add mods from a non-zero state. If i was reading it correctly it functions like this. Race menu keeps a constant scale of 1. mod a adds 1.5 to scale so the new scale is 1*1.5 = 1.5. mod b than adds 2.0, the new scale becomes 1*(1.5+2)=3.5 both mods going scale at 3.5, open showracemenu, race menu reads scales as 1.0. make character changes save and enter back to skyrim scale reads as 1, race menu rechecks scales changes and registers the 1.5 and 2 and puts scale back to 3.5. *you accidentally uninstall a mod without resetting node changes and start skyrim, race menu notices it is not getting scale info from mod b so reruns calculation. constant*mod a = new scale, or 1*1.5=1.5. Groovtama would need to confirm and i forgot the blog thread that talks about this method.
johnny2by4 Posted August 11, 2015 Posted August 11, 2015 quick random question, when i build armor meshes with bodyslide do i need to export the racemenu data (that little tick box below the build button) for the breast growth to work? i'm really not sure what that feature is for.
chajapa Posted August 11, 2015 Posted August 11, 2015 This would work in SexLab 1.60 if you add the new names of the breastfeeding animations. In case you missed it... look at my post HERE thanks OH! And how are you feeling? Are you ok?
chajapa Posted August 11, 2015 Posted August 11, 2015 And.... OMFG, Ed86! You are a damn GENIOUS! Making the base breast size a slider is AWESOME! I can make a milk maid in a town and set her base breast size larger so she actually looks like a cow. This is so excellent! MUAHahahahahha..... *rubbing his hands together gleefully....*
Ed86 Posted August 11, 2015 Author Posted August 11, 2015 Brand new game, never seen MME before. SexLab 1.60 Installed the 8-10 version No dialogue milking ... the "Hey there!" does not show up at all. Boobs don't update size when she gains milk. The dialogue milking thing might be because we're not looking for the new animation names yet, but I would expect the boob size change to work Going back to 1.59c SexLab I can't even get interested in playing if breastfeeding doesn't work .... and I feel really odd saying that.... This would work in SexLab 1.60 if you add the new names of the breastfeeding animations. In case you missed it... look at my post HERE thanks OH! And how are you feeling? Are you ok? no support for 1.6, i want it backward compatible, but i can make it w/o installing 1.6, since FindAnimationbyRegistrar is not found in sl1.59 and something is wrong with my skyrim or ssd, it takes a huge amount for time to even load game save or start new one not sure about breas scaling, it should work well life is pain, its just a bit more that usual xD I'm curious, why the change to C.A.N.S? Why not just use the racemenu option like Hormones and (now) Estrus Chaurus. With this option a separate mod is not needed and all mods that change nodes are compatible with each other. Its like C.A.N.S but doesn't have a new plugin to add to our load orders. Unless I was completely not understanding Groovtama and SkyrimLL. well 2 reasons -i wasnt aware/interested in how that worked and thought it worked like all other mods -i dont like/want permanent changes
chajapa Posted August 11, 2015 Posted August 11, 2015 Ed86, Backward compatible is easy. When you check if the breastfeeding animations are installed you keep your current check: if MilkQ.SexLab.FindAnimationByName("3J Straight Breastfeeding") != -1 && MilkQ.SexLab.FindAnimationByName("3J Lesbian Breastfeeding") != -1 add an "OR" if MilkQ.SexLab.FindAnimationByName("3Jiou Breastfeeding Straight") != -1 && MilkQ.SexLab.FindAnimationByName("3Jiou Breastfeeding Lesbian") != -1 So if EITHER pair of names is found, then the check passes and is True Then in your animations... in the SexLab Hooks... if (animName == "3J Straight Breastfeeding"\ || animName == "3J Lesbian Breastfeeding")\ || animName == "3Jiou Breastfeeding Lesbian")\ || animName == "3Jiou Breastfeeding Straight")\ && MilkQ.SexLab3jBreastfeeding In your Dialogue_Milking_Give and Receive... You have: if sexActors[1].GetActorBase().GetSex() == 0 || ((MilkQ.akActorSex(sexActors[1]) == "Futa") && Utility.RandomInt(1, 2) == 1) anims[0] = MilkQ.SexLab.GetAnimationByName("3J Straight Breastfeeding") <-- You don't need this one ;anims[0] = MilkQ.SexLab.GetbyRegistrar("zjBreastFeedingVar") <--- Un-comment this one. This works for both 1.59c and 1.60 else anims[0] = MilkQ.SexLab.GetAnimationByName("3J Lesbian Breastfeeding") <-- You don't need this one ;anims[0] = MilkQ.SexLab.GetbyRegistrar("zjBreastFeeding") <--- Un-comment this one. This works for both 1.59c and 1.60 "resistrar" name is the same in both SexLab versions and Ashal says it is not likely to change. That's why it works in both versions.
Ed86 Posted August 11, 2015 Author Posted August 11, 2015 Ed86, Backward compatible is easy. When you check if the breastfeeding animations are installed you keep your current check: if MilkQ.SexLab.FindAnimationByName("3J Straight Breastfeeding") != -1 && MilkQ.SexLab.FindAnimationByName("3J Lesbian Breastfeeding") != -1 add an "OR" if MilkQ.SexLab.FindAnimationByName("3Jiou Breastfeeding Straight") != -1 && MilkQ.SexLab.FindAnimationByName("3Jiou Breastfeeding Lesbian") != -1 So if EITHER pair of names is found, then the check passes and is True Then in your animations... in the SexLab Hooks... if (animName == "3J Straight Breastfeeding"\ || animName == "3J Lesbian Breastfeeding")\ || animName == "3Jiou Breastfeeding Lesbian")\ || animName == "3Jiou Breastfeeding Straight")\ && MilkQ.SexLab3jBreastfeeding In your Dialogue_Milking_Give and Receive... You have: if sexActors[1].GetActorBase().GetSex() == 0 || ((MilkQ.akActorSex(sexActors[1]) == "Futa") && Utility.RandomInt(1, 2) == 1) anims[0] = MilkQ.SexLab.GetAnimationByName("3J Straight Breastfeeding") <-- You don't need this one ;anims[0] = MilkQ.SexLab.GetbyRegistrar("zjBreastFeedingVar") <--- Un-comment this one. This works for both 1.59c and 1.60 else anims[0] = MilkQ.SexLab.GetAnimationByName("3J Lesbian Breastfeeding") <-- You don't need this one ;anims[0] = MilkQ.SexLab.GetbyRegistrar("zjBreastFeeding") <--- Un-comment this one. This works for both 1.59c and 1.60 "resistrar" name is the same in both SexLab versions and Ashal says it is not likely to change. That's why it works in both versions. Registar wont compile in 1.59
chajapa Posted August 11, 2015 Posted August 11, 2015 Ed86, Backward compatible is easy. When you check if the breastfeeding animations are installed you keep your current check: if MilkQ.SexLab.FindAnimationByName("3J Straight Breastfeeding") != -1 && MilkQ.SexLab.FindAnimationByName("3J Lesbian Breastfeeding") != -1 add an "OR" if MilkQ.SexLab.FindAnimationByName("3Jiou Breastfeeding Straight") != -1 && MilkQ.SexLab.FindAnimationByName("3Jiou Breastfeeding Lesbian") != -1 So if EITHER pair of names is found, then the check passes and is True Then in your animations... in the SexLab Hooks... if (animName == "3J Straight Breastfeeding"\ || animName == "3J Lesbian Breastfeeding")\ || animName == "3Jiou Breastfeeding Lesbian")\ || animName == "3Jiou Breastfeeding Straight")\ && MilkQ.SexLab3jBreastfeeding In your Dialogue_Milking_Give and Receive... You have: if sexActors[1].GetActorBase().GetSex() == 0 || ((MilkQ.akActorSex(sexActors[1]) == "Futa") && Utility.RandomInt(1, 2) == 1) anims[0] = MilkQ.SexLab.GetAnimationByName("3J Straight Breastfeeding") <-- You don't need this one ;anims[0] = MilkQ.SexLab.GetbyRegistrar("zjBreastFeedingVar") <--- Un-comment this one. This works for both 1.59c and 1.60 else anims[0] = MilkQ.SexLab.GetAnimationByName("3J Lesbian Breastfeeding") <-- You don't need this one ;anims[0] = MilkQ.SexLab.GetbyRegistrar("zjBreastFeeding") <--- Un-comment this one. This works for both 1.59c and 1.60 "resistrar" name is the same in both SexLab versions and Ashal says it is not likely to change. That's why it works in both versions. Registar wont compile in 1.59 This is what I'm using in JUGs: anims[0] = SexLab.AnimSlots.GetbyRegistrar("zjBreastFeedingVar") I'd have to go find my conversation with Ashal, but I think "AnimSlots" is needed in there. Here's most of the script fragment from dialogue (I left out stuff I know you don't need): ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE actor[] sexActors = new actor[2] sexActors[1] = akSpeaker sexActors[0] = Alias_Follower.GetActorReference() sslBaseAnimation[] anims anims = new sslBaseAnimation[1] anims[0] = SexLab.AnimSlots.GetbyRegistrar("zjBreastFeedingVar") SexLab.StartSex(sexActors, anims) Here is my OLD code before I switched it: ;BEGIN CODE actor[] sexActors = new actor[2] sexActors[1] = akSpeaker sexActors[0] = Alias_Follower.GetActorReference() sslBaseAnimation[] anims anims = new sslBaseAnimation[1] anims[0] = SexLab.GetAnimationByName("3J Straight Breastfeeding") SexLab.StartSex(sexActors, anims) ;END CODE EndFunction ;END FRAGMENT They do the exact same thing. Only difference is that the GetByRegistrar one works in both 1.59 and 1.60 And... I compiled it in SexLab 1.59c before I ever even downloaded 1.60. I had to ask people running 1.60 if it actually worked.... and it does So instead of: ;anims[0] = MilkQ.SexLab.GetbyRegistrar("zjBreastFeedingVar") <--- Un-comment this one. This works for both 1.59c and 1.60 Use: ;anims[0] = MilkQ.SexLab.AnimSlots.GetbyRegistrar("zjBreastFeedingVar")
chajapa Posted August 11, 2015 Posted August 11, 2015 And I found where Ashal explained it... HERE I did notice a small typo in Ashal's response. Maybe he was cut/pasting from someone else, but his response has "anim[0]" and it should be "anims[0]" (with the "s".... "anims".... not "anim")
SxctrlSX Posted August 12, 2015 Posted August 12, 2015 I can´t get lactacid, i tried all of the Kajiks, i tried waiting for 2 days, then 4 days then a in game weak, but they still won't get any of this mod items. is this a bug or am i doing something wrong?
chajapa Posted August 12, 2015 Posted August 12, 2015 Ed86, I can confirm that the 2015-08-11 version DOES work with SL 1.6. Dialogue milking works Breastfeeding using JUGs works It all works! I'm excited. Nice job! And.... how are you feeling. Everything ok yet?
swmas Posted August 12, 2015 Posted August 12, 2015 I can´t get lactacid, i tried all of the Kajiks, i tried waiting for 2 days, then 4 days then a in game weak, but they still won't get any of this mod items. is this a bug or am i doing something wrong? Me too, I played for 20 hours and still haven't got any kajit to sell lactacid, might as well add it via console.
Guest Posted August 12, 2015 Posted August 12, 2015 This is new, anyway, different. MME works flawlessly in my current (NEW) game, but points erase themselves to zero if I end the game and start it back up. This means that within a gaming session, points are accrued for milkings, Levels go up, et cetera, but after a save-exit, they reset. ---- I have reset the mod, I will edit this if it helped. I'm only talking about the "8-11" version but it may have happened before this.
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